Tim Reeves Email & Phone Number
@crystald.com
1 phone found area 360
LinkedIn matched
Who is Tim Reeves? Overview
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Tim Reeves is listed as Principal Engineer at Crystal Dynamics, based in Port Townsend, Washington, United States. AeroLeads shows a work email signal at crystald.com, phone signal with area code 360, and a matched LinkedIn profile for Tim Reeves.
Tim Reeves previously worked as Senior Software Engineer III at Crystal Dynamics and Senior Software Engineer II at Crystal Dynamics. Tim Reeves holds Bs, Computer Science from Western Washington University.
Email format at Crystal Dynamics
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AeroLeads found 1 current-domain work email signal for Tim Reeves. Compare company email patterns before reaching out.
About Tim Reeves
Tim Reeves is a Principal Engineer at Crystal Dynamics. He possess expertise in perforce, game development, video games, unreal engine 3, xbox 360 and 19 more skills. Colleagues describe him as "Tim is an experienced and highly competent engineer. He was responsible for some exceptionally complicated simulation systems, and they very rarely needed any extensive revisiting after his initial work was complete. His engineering approach and sensibilities are top notch, and he contributed to many sound improvements to our core tech."
Listed skills include Perforce, Game Development, Video Games, Unreal Engine 3, and 20 others.
Tim Reeves's current company
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Tim Reeves work experience
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Senior Software Engineer Iii
Senior Software Engineer Ii
Senior Core Technology Engineer (Physics)
• Maintained Havok physics integration into proprietary engine and toolset.• Developed systems to use Havok destruction in game using pre fractured assets. This was implemented using a mix of static and skinned meshes, as well as instance rendering.• Developed a directed acyclic job graph, which was used to execute jobs that had dependencies. This system was used to run Havok jobs in our proprietary job manager.• Created a system for ray casts to query past the Havok physics and into the graphics mesh, this system was utilized to get higher fidelity ray cast results without having expensive physics assets.• Developed a camera system using a node based blend tree for designers and content creators to create complex camera behaviors through data driven systems.
Lead Software Engineer
• Lead Engineer in charge of handling team scheduling and ensuring delivery of technical milestones to major publisher for project shipped worldwide on 5 platforms in 3 different regions.• Trained and mentored engineers to promotions through code reviews and systems design• Ported major engine features to the PS4, fixed bugs for platform and handled all shipping requirements• Implemented Streaming Install (play as you download) system for both next generation platforms• Optimized Animation Decompression by converting the system to run asynchronously, including SPUs for PS3• Created a Skeletal Mesh Editor that stitched parts of meshes together to allow content creators the ability to increase variance while decreasing the amount of time it took to create a unique meshes• Developed an animation-driven combat system using a Hierarchical State Machine allowing designers and content creators to easily create very complex interactions between multiple characters
Lead Software Engineer
• Developed a fully networked weapon system complete with modern auto-aim helper systems for console players• Researched and implemented anti-cheat and host-advantage fixes into the base weapons system in Unreal3• Developed base game types for multiplayer which laid groundwork for the shipping product• Developed a realistic hit reaction system blending animation poses and ragdoll physics using PhysX• Developed a hierarchical state driven AI system that allowed designers to develop complex behaviors in a visual node editor. Behaviors where defined by Action and Condition nodes and executed using various heuristics.• Developed a formation system for AI aiding the player in co-op style single player gameplay, it utilized the navigation mesh to find various tactical positions while the player was moving.• Implemented an animation driven traversal system for AI which allowed the AI characters to navigate between navigation meshes using nodes and root motion animation.
Quality Assurance Engineer
• Worked heavily with the ability system, writing custom scripted abilities in C++ and Python• Developed and maintained a framework for headless clients used to regress major game systems
Tim Reeves education
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Western Washington University
Frequently asked questions about Tim Reeves
Quick answers generated from the profile data available on this page.
What company does Tim Reeves work for?
Tim Reeves works for Crystal Dynamics.
What is Tim Reeves's role at Crystal Dynamics?
Tim Reeves is listed as Principal Engineer at Crystal Dynamics.
What is Tim Reeves's email address?
AeroLeads has found 1 work email signal at @crystald.com for Tim Reeves at Crystal Dynamics.
What is Tim Reeves's phone number?
AeroLeads has found 1 phone signal(s) with area code 360 for Tim Reeves at Crystal Dynamics.
Where is Tim Reeves based?
Tim Reeves is based in Port Townsend, Washington, United States while working with Crystal Dynamics.
What companies has Tim Reeves worked for?
Tim Reeves has worked for Crystal Dynamics, Wargaming Seattle, Airtight Games, Zombie Studios, and Monolith Productions.
How can I contact Tim Reeves?
You can use AeroLeads to view verified contact signals for Tim Reeves at Crystal Dynamics, including work email, phone, and LinkedIn data when available.
What schools did Tim Reeves attend?
Tim Reeves holds Bs, Computer Science from Western Washington University.
What skills is Tim Reeves known for?
Tim Reeves is listed with skills including Perforce, Game Development, Video Games, Unreal Engine 3, Xbox 360, Gameplay, Ps3, and Gameplay Programming.
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